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MBF21 - What is the best way to have something that hurts to walk into?


ViolentBeetle

Question

What are my options, essentially? I want a cloud of gas that hurts when you walk into it. It could be continuous or single impact, I can live with either.

I think projectiles don't do damage when they sit still though? And continuous explosions feel weird because of extreme pushback.

Edited by ViolentBeetle

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If you only care about damaging the player, then a looping A_Scratch (mbf) or A_MonsterMeleeAttack (mbf21) with no sound and radius matching the cloud size.

 

If you want it to hit monsters, I guess you could try A_Mushroom (mbf) with custom invisible/soundless fireball replacements and use mbf21 to a) recreate standard imp fireball if needed and b) set DMGIGNORED flag to make monsters ignore the cloud (generalized Arch-Vile infight immunity).

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I guess the easiest way is to use a thing you could walk through and just make a sector around it that hurts you.

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Non-obstacle, non-shootable lost souls can also work, as their movement (even when charging) can be constrained with monster-blocking lines (which will also prevent regular monsters from straying into your gas field, which may or may not be what you want). Knockback is always going to be present with monster attacks or projectiles, though.

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Seems like I didn't explain what I want correct. My goal is to create a projectile that leaves behind a trail of damaging toxic vapors. So I'm exploring options for this.

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MAP01.zip

Roughly like this. Other damage options (explosion + custom projectile or hitscan flurry) may suit your needs more, I vandalized manc projectile since it's hardcoded for A_Mushroom. This can be very painful to walk into as-is.

#include <mbf21>
#include <friendly>

thing MT_TROOP {
	
	States {
		Missile:
			TROO E 8 A_FaceTarget
			TROO E 8 A_FaceTarget
			TROO E 8 A_FaceTarget
			TROO G 6 A_MonsterProjectile(MTF_EXTRA47,0.0,0.0,0.0,0.0)
			Goto See
	}
}

thing MTF_EXTRA47 : thing MT_TROOPSHOT "Toxic fireball" {

	States {
		Spawn:
			BAL1 ABABABAB 3 Bright
			BAL1 A 0 A_SpawnObject(MTF_EXTRA48,0.0,0.0,0.0,0.0,0.0,0.0,-1.0) //Drop "toxic residue" along the way
			loop
	}
}

thing MTF_EXTRA48 "Toxic Residue" {
	+SHOOTABLE   // be damageable (by explosions)
	+DMGIGNORED  // monsters will not retaliate
	clear sounds // inaudible
	
	radius 0     //it is shootable but we don't actually want autoaim to shoot it
	mass 50000   //some big number so it doesn't move from mushroom explosion
	health 6000  //it will stay alive and slowly damage itself until dead
	damage 10    //this many manc fireballs are spawned by mushroom
	
	States {
		spawn:
			PLSS ABABAB 5
			PLSS A 0 A_Mushroom  //spawn a flurry of projectiles + small explosion, hurting self until dead
			loop
		death:
			PLSE ABCDE 4 Bright
			stop
	}
}

 
thing MT_FATSHOT {
	//have to vandalize manc projectile as it's hardcoded in A_Mushroom
	//A flurry of custom A_MonsterProjectile's can avoid this
	
	+NOSECTOR     //invisible
	clear sounds  //inaudible
	damage 1	  //1d8x10 can hurt a lot if you stand in the center
}

 

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A_RadiusDamage was tailor-made for this sort of thing. Call it every few tics with a low-ish amount of damage, and it'll work nicely with very little pushback. Vesper's rocket launcher replacement does this, if you want an example of it in action.

 

[EDIT] Why on earth are most people in this thread suggesting incredibly hacky solutions? Please actually take the time to look at MBF21's feature-set to see what it offers before suggesting crazy workarounds like A_Mushroom and breaking the mancubus.

Edited by Xaser

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1 hour ago, Xaser said:

breaking the mancubus

Let's be real, the mancubus had it coming.

 

Guess the radius damage will always be an option I can come back to after I explore some other options.

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